use of loge
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@@ -62,7 +62,7 @@ bool World::LoadMap(const protocol::WorldDataPacket* worldData) {
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bool World::LoadMapFromFile(const std::string& fileName) {
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DataBuffer buffer;
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if (!buffer.ReadFile(fileName)) {
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utils::LOG(utils::format("[ERROR] : Failed to load map from file %s", fileName.c_str()));
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utils::LOGE(utils::format("Failed to load map from file %s", fileName.c_str()));
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return false;
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}
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@@ -11,7 +11,7 @@ bool Client::Connect(const network::IPAddresses& addresses, std::uint16_t port)
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return true;
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}
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}
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utils::LOG("Failed to connect !");
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utils::LOGE("Failed to connect !");
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return false;
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}
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@@ -45,11 +45,11 @@ void Server::StopThread() {
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bool Server::Start(std::uint16_t port) {
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if (!m_Listener.Listen(port, 10)) {
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utils::LOG(utils::format("Failed to bind port %u !", port));
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utils::LOGE(utils::format("Failed to bind port %u !", port));
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return false;
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}
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if (!m_Listener.SetBlocking(false)) {
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utils::LOG("Failed to block server socket !");
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utils::LOGE("Failed to block server socket !");
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return false;
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}
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utils::LOG(utils::format("Server started at port %u !", port));
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@@ -126,9 +126,9 @@ unsigned int ShaderProgram::LoadShader(const std::string& source, GLenum type) {
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std::vector<char> shaderError(static_cast<std::size_t>(size));
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glGetShaderInfoLog(shaderID, size, &size, shaderError.data());
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utils::LOG("Could not compile shader !");
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utils::LOG(shaderError.data());
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utils::LOGE("Could not compile shader !");
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utils::LOGE(shaderError.data());
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}
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return shaderID;
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}
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@@ -34,7 +34,7 @@ bool Updater::CheckUpdate() {
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}
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return false;
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} else {
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utils::LOG(utils::format("Error : %u", res.error()));
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utils::LOGE(utils::format("Error code : %u", res.error()));
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return false;
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}
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